#define BLEND_HARDLIGHT
#define BLEND_NORMAL
#define BLEND_MULTIPLY
#define BLEND_SCREEN
#define BLEND_OVERLAY
#define BLEND_VIVIDLIGHT
#define BLEND_LIGHTEN

#include "res/shaders/BlendMode.frag"
const float amplitude = 0.1;

vec2 shift(vec2 pos){
    return vec2( sin((pos.y * 2.5 - 1.0) * 6.283 * ( 10.0)) / 32.0,0.0)/5.0;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
    vec2 uv = fragCoord.xy / iResolution.xy;
    vec2 uv1 = fragCoord.xy / iResolution.xy;
    vec4 hair = texture2D(iChannel0, uv+ shift(uv));
    vec4 bg=texture2D(iChannel1,uv1);
    fragColor=blendLighten(blendLighten(bg,hair),texture2D(iChannel2,uv));
    // fragColor=blendLighten(hair,bg);
    // fragColor=hair;
}


